Clown Crew Deck #771402 — Yu-Gi-Oh! OCG

56 Main, 15 Extra, incl. Clown Crew Biancaviso x3, Mulcharmy Fuwalos x3, Clown Crew Cappello x3. Created Oct 21, 2026 by YGO Mod.

Deck Clown Crew OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 22, 2026
30± 10/ 100
Power Score
Structural 57
Reliability 50
Going First 55
Going Second 65

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Medium)

Overall score Value
Structural Deck Power 57
Going First 55
Going Second 65
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 56 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Clown Crew Ritual/Fusion/Synchro/Xyz pressure from Clown Crew Flair, Biancaviso and Clown Crew Malabarisme/Soiree Operations, converting into 2500-ATK boards and double-attack Link/Fusion threats; Off-archetype fusion beaters (The Dragon that Devours the Dogma, Nerva) and Lightning Storm / Thunderforce Attack board clears
  • Turn 1 (going first): Open a Clown Crew starter with Rehearsal or Flair, Normal/Special Summon into a Ritual or Tribute Summon, then hold Ash Blossom and Droll for the opponent's first interaction
  • Turn 2 (going second): Use the six-card hand's hand traps (Ash Blossom, Ghost Belle, Ghost Ogre, Infinite Impermanence, Droll) to stop the opponent's starter, then rebuild the board through Malabarisme and Matinee Operatics
  • Recovery: Recursion from GY via Clown Crew Flair (once per turn search), Soiree Operations and Malabarisme GY effects, plus Preparation of Rites for the Ritual route
  • After siding: Not evaluable: the deck runs no Side Deck, so there is no post-side plan

Why it scores here

The deck's system was scored on its consistency, interaction and conversion, not by averaging card scores. Its 22 Clown Crew core copies give about 93% odds of at least one core card in an opening hand of 5 (Inferred), and the three-copy starters each show roughly 25% going-first and 29% going-second odds, so the engine is accessible but not reliably early. Its interaction is the strongest part: 13 hand traps, Lightning Storm, Thunderforce Attack, Harpie's Feather Duster and Solemn Judgment give an 81% chance of at least one hand trap in a going-second six-card hand (Inferred). Medium-to-low scores come from the weak main-deck cohesion (36.6% exact-archetype purity and 63% off-archetype copies), the 15-card Extra Deck carrying five non-engine fusions, and the absence of any Side Deck. Popularity was not rewarded: the Clown Crew core's 94.9% inclusion rate confirms the list is real, but it earned no points by itself. As submitted the list breaks the OCG copy limits for Ash Blossom and Super Polymerization, so the score is capped at 30 as a theoretical, structural-only read.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 60 P(≥1 of a 3-copy starter in 5-card hand) ≈ 0.25; core-group P(≥1 Clown Crew core in 5) ≈ 0.93; no combos recorded (Inferred)
D2 Opening-Hand Quality & Brick Management 55 P(no core card in hand5) ≈ 0.07 as a brick proxy; Fusion/Ritual/Synchro requirements add risk; hand-trap density aids hands (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable boards; structural read of Ritual/Fusion/Synchro chains into Biancaviso and Malabarisme (Inferred)
D4 Combo Floor & Median Output 45 combo data has zero recorded boards, so the median is a text-only estimate (Inferred)
D5 Interruption Resilience & Route Redundancy 65 13 hand traps plus Lightning Storm and Thunderforce give several independent answers after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 Searcher text in 11 cards plus GY recursion from Flair and Soiree Operations; Preparation of Rites for the Ritual route (Inferred)
D7 End-Board & Interaction Quality 75 Interaction breadth across 19 negation and 24 removal text roles; Droll, Solemn and Feather Duster are Limited (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 70 P(≥1 hand trap in going-second hand6) ≈ 0.81; Lightning Storm and Thunderforce Attack break boards (Inferred)
D9 Offensive Pressure & Closing Power 65 Biancaviso 2500 ATK, Dogma 3000 ATK, Nerva 3300 ATK, Dristy second attack; no win-rate data (Verified stats, Inferred pressure)
D10 Main Deck Efficiency & Flexibility 45 56 main cards with 27 distinct; only 36.6% exact-archetype purity and 45 off-archetype copies (Verified composition)
D11 Extra Deck Efficiency & Coverage 45 15 Extra slots, 10 distinct; five off-archetype fusions/links (Garura, Nerva, Mudragon, Dragostapelia, S:P Little Knight) dilute the engine (Verified composition)
D12 Side Deck Adaptability 15 No Side Deck (0 cards), so no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; Provisional
D14 Pilotability & Error Tolerance 40 Three summon types, many branching optional effects and Ritual/Fusion checks; high decision load (Inferred)

How the score was computed

Strategy profile: Midrange primary, Stun disclosed as secondary; no numeric blend applied. Structural ≈ 57, Going First ≈ 55, Going Second ≈ 65, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: banlist exposure (-4); engine conflicts (-2). Final formula: Illegal list: uncapped 0.80*Structural(57) + 0.20*TournamentReliability(50) ≈ 56 with Meta provisional; modifiers then bring it to ≈ 50; the score is capped at 30 as theoretical/structural-only because copy limits are exceeded

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · key two-card combo ≈ — · full-brick estimate ≈ 0.07 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense interaction: 13 hand traps and 19 negation-text cards give answers at both going first and going second
  • Clown Crew core is well represented (94.9% inclusion for Flair, 88% for Soiree Operations)
  • Strong board breakers: Lightning Storm and Thunderforce Attack, plus Dogma and Nerva for closing

Weaknesses

  • Illegal as submitted: Ash Blossom and Super Polymerization are each run 3 times against a Semi-Limited limit of 2
  • Low exact-archetype purity (36.6%) and five non-engine Extra fusions dilute the engine
  • No Side Deck, so there is no best-of-3 adaptation

Critical choke points

  • Clown Crew starters (Flair, Biancaviso, Rehearsal) are the only route into the Ritual and Fusion plan; a hand missing them leans on off-archetype fusions
  • Going second, the hand-trap count is the only defence against the opponent's first interaction
Priority Remove Add Reason
1 one copy each of Ash Blossom & Joyous Spring and Super Polymerization none required; or swap to an in-archetype or non-restricted card Restores copy-limit legality. The list is Illegal until both are at two copies, and Illegal lists are capped.
2 Nerva the Power Patron of Creation or Predaplant Dragostapelia a Clown Crew Extra Deck monster (Clown Crew Diabolo or Clown Crew Dristy, both in the core list) Raises exact-archetype purity and Extra-Deck coherence (D10/D11) without changing the engine.
3 one non-core main-deck tech card one Side Deck card (for example a second Lightning Storm or a hand trap) A Side Deck is the only route to D12 and to a best-of-3 post-side plan.

Evidence & confidence

  • Verified: Legality: Illegal (Ash Blossom and Super Polymerization each 3 copies vs limit 2); Main 56 and Extra 15 are within OCG size rules; Side is 0 (legal); Clown Crew core inclusion 94.9% and 88.1% (usage statistics); Card text for the 13 hand traps, 19 negation-text cards and 24 removal-text cards
  • Observed: Usage statistics: the archetype core is widely run (63.2% of core cards present)
  • Inferred: P(≥1 starter in opening hand5) ≈ 0.25 for a 3-copy card; core-group ≈ 0.93; P(≥1 hand trap in going-second hand6) ≈ 0.81; Structural read of Ritual/Fusion/Synchro engine conversion; Going-first and going-second power estimates
  • Provisional: Meta power is null; no dated metagame sample; Matchup fit (D13) is a neutral 50 pending a dated sample
  • Data gaps: no combos supplied: combo floor, median and ceiling are text-only inference no tournament link: archetype meta-share and per-pilot match record absent no win-rate telemetry (going-first/second, matchup, brick/starter/OTK rates) Meta Power is Provisional unless a dated metagame sample is supplied no Side Deck, so post-side performance cannot be assessed

More OCG Info

Clown Crew

Clown Crew Breakdown

 
 

 

 

 

 

 

 
 

 

 
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